﻿---@class UnityEngine.Rigidbody : UnityEngine.Component
---@field public velocity UnityEngine.Vector3
---@field public angularVelocity UnityEngine.Vector3
---@field public drag System.Single
---@field public angularDrag System.Single
---@field public mass System.Single
---@field public useGravity System.Boolean
---@field public maxDepenetrationVelocity System.Single
---@field public isKinematic System.Boolean
---@field public freezeRotation System.Boolean
---@field public constraints UnityEngine.RigidbodyConstraints
---@field public collisionDetectionMode UnityEngine.CollisionDetectionMode
---@field public centerOfMass UnityEngine.Vector3
---@field public worldCenterOfMass UnityEngine.Vector3
---@field public inertiaTensorRotation UnityEngine.Quaternion
---@field public inertiaTensor UnityEngine.Vector3
---@field public detectCollisions System.Boolean
---@field public position UnityEngine.Vector3
---@field public rotation UnityEngine.Quaternion
---@field public interpolation UnityEngine.RigidbodyInterpolation
---@field public solverIterations System.Int32
---@field public solverVelocityIterations System.Int32
---@field public sleepThreshold System.Single
---@field public maxAngularVelocity System.Single
local m = {}
function m:SetDensity() end
function m:AddForce() end
function m:AddRelativeForce() end
function m:AddTorque() end
function m:AddRelativeTorque() end
function m:AddForceAtPosition() end
function m:AddExplosionForce() end
---@return UnityEngine.Vector3
function m:ClosestPointOnBounds() end
---@return UnityEngine.Vector3
function m:GetRelativePointVelocity() end
---@return UnityEngine.Vector3
function m:GetPointVelocity() end
function m:MovePosition() end
function m:MoveRotation() end
function m:Sleep() end
---@return System.Boolean
function m:IsSleeping() end
function m:WakeUp() end
function m:ResetCenterOfMass() end
function m:ResetInertiaTensor() end
---@return System.Boolean
function m:SweepTest() end
---@return table
function m:SweepTestAll() end
return m
